Z is for Zehicle Management.
[koperkapel.git] / koperkapel / scenes / level.py
index c29ffc0c94de4f6343c083af9c3511afc10b69d5..ebd87e120d3575ff795df1caa253fadab796ff5d 100644 (file)
 """Render a level"""
 
-import json
-
 from pgzero.constants import keys
-from .base import Scene, ChangeSceneEvent
+from pygame import Surface
+import pygame.locals as pgl
+from ..loaders.levelloader import levels
+from .base import Scene, ChangeSceneEvent, MoveViewportEvent
+from ..constants import TILE_SIZE, WIDTH, HEIGHT
+from ..vehicles.base import Vehicle
 
 
-class LevelScene(Scene):
+class BaseLevelScene(Scene):
     """ Level scene. """
 
+    def enter(self, world):
+        self._level = levels.load(world.level.name)
+        self._tiles = self._level.tiles
+        self._level_layer = 'floor'
+        self._surfaces = {}
+        self._overlay = {}
+        for layer in ['floor', 'tunnels']:
+            self._surfaces[layer] = self._render(layer)
+        self._overlay = self._surfaces['floor'].copy()
+        self._doors = self.actors.add_layer("doors", level=9)
+        self._keypads = self.actors.add_layer("keypads", level=8)
+        # These are already Actors
+        for door in self._level.doors:
+            self._doors.add(door)
+        for keypad in self._level.keypads:
+            self._keypads.add(keypad)
+
+    def _render(self, layer):
+        # We cache the rendered surface to avoid doing a large number
+        # of blits each frame, as that introduces a large performance
+        # overhead.
+        surface = Surface((len(self._tiles[0]) * TILE_SIZE,
+                           len(self._tiles) * TILE_SIZE))
+        layer_key = '%s image' % layer
+        for y, row in enumerate(self._tiles):
+            for x, tile in enumerate(row):
+                pos = (x * TILE_SIZE, y * TILE_SIZE)
+                if layer_key not in tile:
+                    # Skip broken tiles for now
+                    continue
+                surface.blit(tile[layer_key], pos)
+        return surface.convert_alpha()
 
-    def __init__(self, level_name):
-        self._level_name = level_name
+    def update(self, world, engine, dt):
+        """Fix the door and keypad positions"""
+        for door in self._doors:
+            door.pos = engine.calc_offset(door.game_pos[0] * TILE_SIZE, door.game_pos[1] * TILE_SIZE)
+        for keypad in self._keypads:
+            keypad.pos = engine.calc_offset(keypad.game_pos[0] * TILE_SIZE, keypad.game_pos[1] * TILE_SIZE)
 
-    def draw(self, screen):
+    def draw(self, screen, viewport):
         screen.clear()
-        screen.draw.text("This is level {}".format(self._level_name), (200, 100))
+        # Viewport is the position of the screen relative to the
+        # surface. We need the position of the surface relative to
+        # the screen for the blit, so this conversion
+        screen.surface.blit(self._surfaces[self._level_layer], (0, 0),
+                            area=(viewport[0], viewport[1], WIDTH, HEIGHT))
+        if self._level_layer != 'floor':
+            screen.surface.blit(self._overlay, (0, 0),
+                         area=(viewport[0], viewport[1], WIDTH, HEIGHT),
+                         special_flags=pgl.BLEND_MULT)
+        self.actors.draw(screen)
 
     def on_key_down(self, key, mod, unicode):
         if key == keys.ESCAPE:
             from .menu import MenuScene
             return [ChangeSceneEvent(MenuScene())]
+
+
+class GameLevelScene(BaseLevelScene):
+
+    def enter(self, world):
+        super().enter(world)
+        self._roaches = self.actors.add_layer("roaches", level=10)
+        self._vehicle = Vehicle.current(world)
+        self._mode = 'walk'
+        self._angle = 0
+        return self._init_roaches(world)
+
+    def _init_roaches(self, world):
+        x, y = self._level.start_pos
+        self._level_layer = 'floor'
+        self._avatar = self._vehicle.get_avatar(world)
+        self._set_pos(x, y)
+        self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+        self._roaches.add(self._avatar)
+        # Fix viewport offset
+        return [MoveViewportEvent((x * TILE_SIZE - WIDTH // 2, y * TILE_SIZE - HEIGHT // 2))]
+
+    def _set_pos(self, x, y):
+        self._player_pos = (x, y)
+        print('Now at ', x, y)
+
+    def _can_move(self, x, y):
+        if self._mode == 'walk':
+            return self._level.can_walk(x, y, self._level_layer)
+        elif self._mode == 'fly':
+            return self._level.can_fly(x, y, self._level_layer)
+        elif self._mode == 'crawl':
+            return self._level.can_crawl(x, y, self._level_layer)
+
+    def _set_angle(self, angle):
+        self._angle = angle
+        self._avatar.angle = angle
+
+    def update(self, world, engine, dt):
+        if self._vehicle.changed():
+            self._roaches.remove(self._avatar)
+            self._avatar = self._vehicle.get_avatar(world)
+            self._avatar.pos = (WIDTH // 2, HEIGHT // 2)
+            self._roaches.add(self._avatar)
+            self._avatar.set_angle(self._angle)
+        super().update(world, engine, dt)
+
+    def on_key_down(self, key, mod, unicode):
+        offset = None
+        x, y = self._player_pos
+        if key == keys.DOWN:
+            if self._can_move(x, y + 1):
+                self._set_pos(x, y + 1)
+                offset = (0, TILE_SIZE)
+                self._set_angle(180)
+        elif key == keys.UP:
+            if self._can_move(x, y - 1):
+                self._set_pos(x, y - 1)
+                offset = (0, -TILE_SIZE)
+                self._set_angle(0)
+        elif key == keys.LEFT:
+            if self._can_move(x - 1, y):
+                self._set_pos(x - 1, y)
+                offset = (-TILE_SIZE, 0)
+                self._set_angle(90)
+        elif key == keys.RIGHT:
+            if self._can_move(x + 1, y):
+                self._set_pos(x + 1, y)
+                offset = (TILE_SIZE, 0)
+                self._set_angle(270)
+        elif key == keys.C:
+            # Activate
+            if self._level.is_grate(x, y):
+                if self._level_layer == 'floor' and self._level.can_crawl(x, y, 'floor'):
+                    if self._level.can_crawl(x, y, 'tunnels'):
+                        self._level_layer = 'tunnels'
+                        self._mode = 'crawl'
+                elif self._level.can_crawl(x, y, 'floor'):
+                    # Must be in the tunnels already
+                    self._level_layer = 'floor'
+                    self._mode = 'walk'
+            elif self._level.is_keypad(x, y):
+                self._level.press_keypad(x, y, self._roaches)
+            return
+        elif key == keys.X:
+            # Fire
+            print('Boom')
+        elif key == keys.V:
+            # Leave vehicle
+            print('Vehicle key pressed')
+        elif key == keys.Z:
+            # Vehicle management
+            from .roach_management import RoachesScene
+            return[ChangeSceneEvent(RoachesScene())]
+        if offset:
+            return [MoveViewportEvent(offset)]
+        return super(GameLevelScene, self).on_key_down(key, mod, unicode)